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From pp. 162 of Fate Core

One option you have for mitigating a hit is taking a consequence. A consequence is more severe than stress – it represents some form of lasting injury or setback that you accrue from the conflict, something that’s going to be a problem for your character after the conflict is over.

Consequences come in three levels of severity – mild, moderate, and severe. Each one has a different shift value: two, four, and six respectively. On your character sheet, you have a number of available consequences.

When you use a consequence, you reduce the shift value of the attack by the shift value of the consequence. You can use more than one consequence at a time if they’re available. Any of the hit’s remaining shifts must be handled by a stress box to avoid being taken out.

However, there’s a penalty. The consequence written in the slot is an aspect that represents the lasting effect incurred from the attack. The opponent who forced you to take a consequence gets a free invocation, and the aspect remains on your character sheet until you’ve recovered the consequence slot. While it’s on your sheet, the consequence is treated like any other aspect, except because the slant on it is so negative, it’s far more likely to be used to your character’s detriment.

Unlike stress, a consequence slot may take a long time to recover after the conflict is over. Also unlike stress, you only have one set of consequences; there aren’t specific slots for physical versus mental consequences. This means that, if you have to take a mild consequence to reduce a mental hit and your mild consequence slot is already filled with a physical consequence, you’re out of luck! You’re going to have to use a moderate or severe consequence to absorb that hit (assuming you have one left).


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